I LOVE tanks and HATE melle i think he will be a good tank but cant know i mean the only Full-lenght video with him is LONG before the closed beta
Looking at the helix I noticed a route that may yield high damage maneuvers. In the second helix slot you can change the shielding wards to basically rotating mines. If you can arm those before setting off a plasma dash you would be a suicidal cannonball. The potential damage output could be more than most Battleborn’s ultimate and they cool-downs are 12 and 15 seconds.
That’d be a pretty cool idea
Thing is, if you do that, you end up in the middle of the enemy line with all skills on cooldown, a slow canon, cheap melee and barely any defense.
So, this “build” for ISIC (Damage oriented) only work if you have another tank, a support, or a control, as ISIC is not really good at Burst damage, and can’t survive if surrounded (And without his Plasma Dash).
Work quite well on PvE, though.
It could be a good finisher on a fleeing opponent
Indeed, but it’s a bit too… Occasional.
I haven’t extensively tried an offensive build for ISIC on PvP though.
There are still points left to bulk up shield capacity, shield recharge rate and delay. The cooldowns are barely double digit and his left trigger is a block. There should be enough defense to reset the cycle. So long as you mind your flanks.
You won’t survive 5 seconds in the middle of the enemy team.
Actually, a lot of characters can kill someone in said 5 seconds, alone.
You only block from the front. And even then, you can get CC’d badly. (Phoebe and Rath won’t even be bothered by you, Orendi won’t care much about your Shield, and Caldarius will just blind you instantly.)
Plus the shield won’t last that long, even with the buff he received.
So as i said, unless it’s an initiation with a backup such as a Supports and a (Or more) Battleborn(s) with CC, you will just give an easy kill to the enemy team.
Overconfidence is not really something you need when playing a tank character.
They won’t be sticking around long after the initial hit and knockback which could leave them in the last bit of their health. There is more damage in that combo than in most ults and it can affect multiple enemies. An opening gambit like this is unexpected and leaves the defensive in a tentative position. As long as its punishment for over reaching, your position shouldn’t be in jeopardy.
You are only reading straight numbers. But the Wards only damage someone if they touch it. One guy might get hit by 2 wards at best. So you’ll deal what? 700 damage (flat)? And that’s the best occurrence.
Ok, so let’s see the best case scenario:
You got your wards ready, you Overcharge and Dash (Which got a charge up too, but let’s say the enemy team don’t see you by chance) You end up in the middle of the enemy team, which by chance was packed up like crazy.
You hit each of them for 365 Damage, and two character take 2 Wards (366 damages, as you overcharged the Dash) and another one 183.
So we have: 731 damage to two guys, 548 to one, 365 for the last two.
As an initiation it’s not bad. But as i said: No support + No control = No ISIC.
It would only work if you got your team right next to you, ready for it.
At best you get Benedict (Level 1) to half health. And that’s the least resilient character during the CTT. But he won’t care because he run two time faster than you do, and can even Liftoff. (And no, ISIC’s canon won’t finish someone with 600 health left before he get killed)
That’s also considering they are all grouped up, and unaware of you (Because ISIC is totally the character you don’t see coming, with his slender curve and quiet nature) so unless they panic and start fleeing instead of fighting (And at this point, you should consider playing lotto, and not Battleborn) you are dead in the next 10 seconds, best case. Even in a 3v1… even in a 2v1 as you will kill one guy at best before dying.
Now you got all of this to take into consideration:
-They might see you coming (It’s a good 1 second charge up, without counting the obvious Overcharge)
-Your wards might not all get hits, even more chance if you get the Knockback effect.
-You might hit only 1 guy in the entire pack of guys you aimed at.
-You will get CC (Like Rath’s Catalytic Smash, Caldarius Flashbang, Galilea’s Shield Throw, Ghalt’s Scraptrap, etc)
-The enemy will gang up on you. And from different sides.
-They will use their Escape skills (Instant Liftoff)
That’s way too much thing if you Dash alone, or without at least one other teammate (In a 2v2 case).
You won’t survive this. You expect way too much that things will go your way.
Then either a team takes a great hit or one player is decimated. Good opening move if you have even on teammate backing you. Plus you got to pick your spots. You can always hang back and spout charged primary attacks that hit for good damage. Could take down a minion wave in short order.
[quote=“murdoc55378008, post:17, topic:1280517, full:true”]
Then either a team takes a great hit or one player is decimated.[/quote]
Once again, that’s considering they are all hugging each others.
And losing one player in a 5 v 5 game is quite a lot (Depend on the game mode, but so far we only played Meltdown. And in this mode… It does.) You might also feed someone you don’t want to see fed (Like… me) And while you are KO, you get nothing (No exp, no shards)
Which is next on the menu once you die (You know, you, the tank)
You might even get you two killed for no trade.
As ISIC? No you won’t. Someone will spot you, and attack you way before. Any enemy which is more agile (Like… nearly everyone?) will see you and either attack you, or warn his team before you even get close to your spot.
The Canon’s DPS is horrible. Plus the projectile is kinda slow.
It’s good for a quick one-two, and then, that’s it.
Your way to initiate is probably more suited for Montana, which is awesome for initiation. Probably Attikus and El Dragon too can do it that way as they got Lifesteal and a way to initiate.
ISIC will just die. Not enough damage, no lifesteal, and no plan B.
ISIC is clearly a “teamplayer” character. You go with your team, or you don’t at all.
I thought the cannon dealt 140 charged.
You wouldn’t attack a crowd unless supported. This can be initiated from around corners prior to group attack. This could throw monkey in the wrench really quick, the essence of a disruptor.
But one on one with a quick heads-up, this would be a surprising move.
Without the knockback good for planting wards after knockback and ult, you can set up super-turret.
If familiar with Monday Night Combat, it is similar to the Pyro’s Rush followed by Flame Blossom which was a great combo.
Something like that? I think? I don’t have the numbers for ISIC, to be honest (Not even his health pool). But it’s probably close like that.
But you need to charge it, and the projectile is kinda slow, so it’s somewhat easy to miss, and the charge make the DPS drop a lot. Which is why i find it only useful for a couple of shots to chip away from afar before an attack.
Pretty much what i say.
But i also say that you’d better not initiate with ISIC.
Hm, no. As i said, you expect the enemy team to play badly.
ISIC only got one CC, it’s the Knockback (And only on the Helix, and on one skill), which still allow the enemy to use skills and attacks. He got no stun, no blind, nothing. (He may have a slow? Though? Don’t remember.)
He is better at absorbing an attack, or follow an initiation, than do one.
Which you can’t finish.
Which make you even less agile. The turret mode is really bad at close range, to be honest.
Plus you need to Overcharge before using it, else you got no Shield (Unless you are level 10, but i find the missiles funnier, personally)
That’s why i see ISIC as a follow up, not an initiator. He is better at the front line of a defense (To protect weaker teammates), or the second line of an attack (To soak up some damages, and “support damage” the team, if i can say so).
Nope, i’m not, sorry. So i have no idea what you just said, hah.
Which characters would make a difference 3v1? No character would do any better at actually accomplishing anything.
This could be great in a group setting for opening or finish.
The turret is great at mid to long or at least it was in the CTT.
The charge up isn’t that bad and can be reduced.
This character is never agile only disruptive, which is his role.
He can lead if there is a follow up move from supporting character, which could be said for just about everybody.
[quote=“murdoc55378008, post:21, topic:1280517, full:true”]
Which characters would make a difference 3v1? No character would do any better at actually accomplishing anything. [/quote]
My example is about initiating. Which usually mean you are the first to get in, the first to get hit, and the one focused on for a few seconds. So you basically go on a Xv1 for a few seconds.
And without a support or CC, you won’t survive the rest of the fight. And considering you are a tank, it’s not good.
I’d give you 5 seconds, max.
I find it meh. Average damage, no CC, too high risk.
There is better for Initiation, and you are better off not-initiating unless desperate measure.
So, yeah, not at close range, as i said.
And if you initiate, you are at close range.
Sorry, badly phrased; i was talking about the “wind up” time of the Plasma dash (Which can’t be reduced, as far as i remember?), not the charge of the canon.
Disruptive does not mean Initiator.
He is not even referenced as Initiator, now that i checked (Doesn’t mean you can’t, technically, but eh)
Plus, yes, not agile, mean you will rarely get on the enemy’s flank, or whatever.
Which is what i said.
No Support, you die. Support, you can, maybe, survive.
And no, some characters can survive an even, or even slightly lower number initiation without support (Montana)
No support, anyone can die. One stun and you are toast regardless the character.
Everyone can open when coordinated. Even Miko.
I saw all different classes in a tournament open team attacks even tanks.
Some more than others.
Not true.
Plus CC doesn’t equal Stun. (Catalytic Smash is a CC, but it doesn’t stun)
That’s not initiation then. That’s just attacking.
For proper initiating you need something that can stop the enemy from doing anything for a bit (Like Montana who knock back and stun) and can survive the encounter or take damage long enough to make a good trade (Like a Wipe for one).
ISIC can somewhat survive for a bit, but his lack of CC make it really vulnerable in the middle of an enemy team, and clearly not an initiator. He doesn’t bring enough chaos, if i can say so, to make peoples wonder what the hell is happening.
Actually, Kleese is better at Initiating, thanks to his Black Hole, which pull characters together in a large area, and at range. Plus you can overcharge his shields stations with it. Then you come in with ISIC with the damaging wards, that’s how you get the proper beginning of a teamfight.
Actually, that’d be a good combo, and if you got Deande cloaked near with her ult ready, that’s probably a team wipe.
But a tank can be a initiator, usually they are (Not all), so what’s the problem with that?
This does make me think of an interesting team build of chasers though (clothes line, plans day, etc)
Just watched a new gameplay video of him in incursion https://youtu.be/hRiqUnlUUC8 It may just be me, but he seems more powerful, and his projectiles seem to shoot faster.